It looks like it's my time to stop playing. It's a pretty silly reason too. I started playing this game on my iPad mini, which I got several years ago. This thing doesn't update to iOS 10 (old generation I suppose) and once I saw the compatibility requirements for the new update, I knew it was over. I know I could do some backflips to transfer the data to an iPhone or something, but I realized I didn't care that much. I think my time with this game has come to a natural end, and I am perfectly okay with that. Just bear with me and let me tell my story.

I got into the game because my friends in college were talking about it. I have a tendency to obsessively fixate on games that have a lot of depth or require skill, and this game definitely hit the mark. My friends and I played together for a very short while- they all stopped within a few months, but I kept going. I think it's been 5 years or so since i started? I then went through cycles with other friends where I got them to pick up the game, only for them to quit. One friend actually did stick with me for over year until he got into med school. I do have one friend left who still plays, but he's a whale who surpassed me long ago. I don't actually have a lot of friends who are interested in games like this sadly. It might be for the best, since I don't know about my friends and gambling. Gacha can be dangerous!

When I started, my first roll was a dark golem. At the time, I remember the Trifruit dungeon has just been released as a descended (it had not always been tacked onto Thursday). I didn't know that you could reroll and just went for it. My friends had chiyome, F/L apollo, and g/l Bastet, and relying on them, along with my variety of damage reduction leads like the ripper and toy dragons, I slowly cleared the normals up to ocean of heaven. My first godfest gave me the three rolls that would define my early and mid game, before I had any truly good teams. Tsukuyomi, my first God, was miraculously evolved to d/l form thanks to some lucky angellit rolls from the PEM, and I paired with f/l and Sakuya with a full light team to decent success. My first descend actually was Satan, pairing my yomi with b/l Isis. 3x Atk wasn't too bad at the time (no seriously) and I got a ton of comboing practice since yomi was the only thing at the time with more than one time extend. It wasn't a strong start, but it really set my foundation for combo technique.

Hermes, my second roll, never took the lead for me since I couldn't deal with so much hp and poor rcv. Instead I evod him to b/l form, and he was my blue sub for the yomi/Sakuya combo. I later pulled andromeda, and he became a crucial sub for that water row team. I didn't put him right away though because Siegfried was way easier to max skill. It was a beautiful day when I fed my last Solomon Grundy on a 2x skill up day and finally max skilled him.

My third roll was light Metatron. She actually was very good for the time, but I shied away from her hp conditional leader skill until she was clear out of the meta. I still remember that cookie cutter team that was recommended to beat the Friday mythical dungeon, and that the main struggle was, first off stalling the first floor until echidna came up, and second have over nine thousand something hp to survive the Dublit preemptive. She would eventually get the hp buff to her leader skill, only after which I could beat Friday dungeon. She was my first 297 and my last lead before my transition into the meta.

My first meta lead was awoken ra. I vividly remember debating if I should stone once for continue in the Sphinx dungeon when it first came out so I could hop on the hype train immediately. It was worth it. My ra team quickly made short work of every descend I had been struggling with. My biggest accomplishments were Zaerog infinity and ultimate God rush, which were exceptionally difficult for their time. The only thing that killed me was not always having a good board. I pulled every godfest hoping Kali would drop for me but as you might expect from Gungho rng, she eluded me until I no longer needed her (I now have three Lkali? And two sherias).

From there, I just went with what was available. I couldn't hop onto the meta at every stop, but I always hoped that it would shift back to my REM pulls eventually. Otherwise, I just did the best with what I had. For example, when yomidra was popular, I enjoyed pairing my awoken yomi for a good time. I remember my longest stays in the meta were Thor/Saria and heart cross with myr and Kaede, followed by Ilm.

I am pretty sure I am one of the luckiest NIAP players you would ever see. I always had a way of pulling cards when they were far out of the meta, only for them to eventually be upgraded to relevancy later. Ra, Kaede, and Anubis were my star cases. In recent times though, I have actually pulled stuff when they were in meta. Ideal, amatsu, and amamiya ren are my luckiest ones, although I consider getting Fujin shortly after her release a close second. Of course I don't have every good card under the sun (I'm lacking some popular stuff like yog and Kamimasubi) but I certainly had enough to make team building a fun challenge.

I'll close us out with some regrets. I regret not spending all my stones, since had I known I'd be stopping now I would have just pulled in the last godfest or something. I regret never opening my mail down to having zero notifications. I also regret never pulling Osiris, who I had been gunning for since his release but somehow I ended up with three Nuts instead. The fact that my regrets are so minor are a good indication of my feelings for this game.

It's been a fun ride. Thanks to anyone who has been on it with me. If you see the account with the name DanDan, with the Revo Raphael in slot one, Revo Sarasvati in best friend slot, and Rikuu with the Distel inherit on your friends list, you can safely bid him farewell.

Looking to see if anyone has tips for this team. Been playing less than a week, went with what I thought was a solid team, but not sure if there are others I should be considering. Other strong reserves (for me ) include :silk, Guan you, beach cafe waitress , da &xi qiao , Arthur, dark companion dragon daltos, and that’s about it.

Nobody's really explicitly told you yet, so I'll do it. Almost everything you've listed has very poor value past early game (and in fact, even poor value during early game). Silk is the only one useful as an inheritable skill for specific teams (and not most teams in general) and maybe Arthur for farming or navi for heart based teams. It's a pretty poor start by most of our standards. If you had one really good roll from the REM (beach or normal) we'd tell you to keep it.

Actually, make sure you tell us all rare egg machine cards you've rolled. You've told us what you think is good, but new players are famously bad at guessing their cards' potentials.

In the beginning, a truly well built team is nearly impossible. Thankfully, if you have a good leader, that's all you need to skate through the entire early game (and it doesn't even have to be your own. Your friend's leader can completely carry you). For early game, the best leads are those with high attack multiplier with easy activation, or ones that attack automatically (though the latter doesn't translate as well to later game).

A lot of dungeons are clearable in multiplayer, so even beginners can clear dungeons at this stage quickly. It's up to you whether you'd prefer to progress based on your own skill alone, but be aware that many evolutions require you to beat dungeons for their boss drops. If you have a fantastic leader gated by a difficult evolution material, this can really speed things up.

If you are going into a multiplayer room, be aware that there's two types. 2player multiplayer is the one people get carried with. You need to arrange with your partner ahead of time, so odds are they have agreed to help you and know what they are doing. 3p is not so easy to carry people, and you absolutely should not enter it without knowing what you're doing. Many people have horror stories because you can queue up for a random two partners, however it is possible to arrange you partners ahead of time.

I use a combo Haku/Aten as my team leaders. The attack seems to be too powerful when I hit the combos and not enough when I just do one color. I do have echidna... I’ll def add her and see if that helps and maybe retool my team to do a bit less damage... thanks!

Having uneven God killers (only one member has one or more God killers) really screws up damage control for sopdet. Unless I'm mistaken, Aten has a god killer, making it far too easy to shoot his damage over the threshold. If you change your leader pairing, you might find some more success.

First off, the leader skill reads 1.5x stats for fire attribute and balanced type. This means you can have anyone balanced OR fire type and they get the boost. The gold keeper is part fire, so it gets the boost despite not being balanced.

When you first start out, you should almost solely pay attention to attack multipliers. Sanada give a 1.5x attack boost, which is so bad, I can't even think of a card in the REM that could be worse. The late game isn't as simple as "get the highest attack multiplier possible", but at your stage it's all you need. Get the highest attack boost you can and change the team to get the full boost

Also just so you guys know, I’m not fast at matching. And also the two subs can be switch with probably anything, you can probably tack on some other subs too if you want. Just make sure you bring a green orb maker for the last floor unless you bring someone like ideal (I don’t damage calc so idk if she necessarily can but I’m pretty sure she can)

Edit: Also it is dependent on a heart skyfall just like the ney x diablos set up as well

For the Tamadra, there is another relatively straightforward way the others didn't mention. If you have access to a 100% shield, you can buy yourself an extra turn, which should be all you need. Raphael and Ganesha come to mind, but there are a handful of collab cards that work too.

Nice going! This was the dungeon that, when I finally beat it, made me feel like I finally was genuinely skilled with board solving and team building. It should have been somewhat easier for you, but it's still quite the difficulty jump from more normal descends. Again, great job!

I can get to the last room fine. But that's a lot of hp. I did Yusuke and a 5x attack and got 25% off her health I think. Now I'm thinking I'm just gonna run double anubis. I've never done it before. So this dungeon is gonna break my balls.

Edit: thank you all for the advice. I'm gonna see if what I build works out!!

LOL just added gronia to my team and diabolos took out 25%, gronia, and yomi for a comfortable ride. Took them out.

God killers (or I guess balanced killers) are a real deal breaker. With yusuke and the wise dragon burst, something like fenrir viz should be able to clean up nicely. I don't know if it's a one hit KO, but I think that's what I saw others on here say.

Keep in mind, her light and green resistance makes life a bit harder for popular killers like ragdrag and fenrir, so you should still have a good burst. If you are using a more flexible team colorwise, fitting on dark God killers might help you one hit KO even without a wise dragon (but at least a gemstone burst probably), and red killers can secure the kill if you whittle them down past half. No 6 in particular has been a real MVP for Rikuu and anublos teams. In any case good luck!

Not the new Rikuu, but makes a fun budget pairing with yusuke if you lack a non-glassy combo lead. Of course dual yusuke is straight up better...unless you can't hit 7c consistently, in which case this guy's move time buff might be really helpful.

Nut and Osiris have really nice actives actually, and I can't see them changing it up too much. They might add orb unlocking or orb enhance on top of the initial orb change, and hopefully not add too much CD. I think they are good candidates for the L enhance awakenings that gung-ho has been pushing. I would predict two L enhance and a 7c, with some orb enhance for offensive awakenings. If they added a full heart column, I fear that would add a lot of CD to their actives, but I guess it could happen.

Maybe set and Hathor can get triple 7c? I think they were some of the first to get double 7c. More conservatively though, they get double 7c again but with some extra awakenings with more substance. A skill charge seems reasonable. Two skill charges would be a dream. I am at a loss for their actives though. Again, they might just add orb enhance or unlock onto the active (in exchange for the time boost and power boost on Hathor and set's current active), modify the cd, and call it a day. Perhaps they'll greatly decrease the CD, which in tandem with skill charge would be really good.

I actually forgot nephthys was the dark member of the series. They'll give her the same treatment as Hathor and Set probably.

Since you have three water gods, it probably is obvious to start with a water focused team. Between the three (sun quan, Famiel, nut) you've chosen sun quan, who is ironically the one I'd least recommend.

Famiel gets a stronger attack multiplier of 4x attack (1.25x to healers, 3x for an easy color match requirement). When you start out, an easy high attack multiplier is usually your primary concern since you can safely clear early game without getting hit. You should note though that you need all healers for this to happen.

Nut, in her blue/green evolution has a much higher multiplier. She requires a bit more skill, but it is a relatively simple combo requirement which you sould learn to handle anyway. Her evolution materials aren't too crazy if I remember either. The best thing about her is her team building requires a team of all blue, which is easier to deal with than all healer.

Sun quan may be your best option if you can get him to awoken form. That is probably a long time away and he needs a hybrid blue/red team to work. Just leave that option on the table for future.

Edit: okay I exaggerated. Nut has a 5x attack multiplier, so it isn't THAT much higher.

While Anubis is a very good lead, he usually is not played mono dark. Anubis likes subs with time extends, 7c awakenings, and important utilities like board change, shield, and a low cd active. This usually leads to a mishmash of colors and actives, stapled together with a flexible leader skill.

Uranus is a good choice. Metatron isn't the worst, but isn't typical. Lucifer is niche but not generally useful to Anubis. Vritra is best replaced. Gunma is an acceptable farmable sub that could be used. You shouldn't hesitate to put non dark subs on Anubis.

Mega Metatron is a step up from Anubis, but her team building encounters a different set of restrictions. You should note though that even Metatron is not necessarily full dark. Izanagi is light and a top star sub. People have also presented competent blue teams, featuring I&I as the star.

Shamash may be unpopular because of God type restriction and being overshadowed by leads with higher multipliers on attack (12x is kinda low today, especially for a rainbow lead) I agree though that Shamash would be a decent backup lead from your Ameno (and maybe better depending on what you've been running).

Unfortunately gods with rainbow actives are absent from your box, so you'll have to do with what you've got. Blue Kali has a good active, and should be acceptable as a sub. Skuld does not have a good board change for rainbow teams, but the FUA and 7c I think are worth it. Red needs to be covered by someone, and lugh stands out to me. The last slot I guess could be valk.

A team of Shamash, lugh, valk, BKali, and Skuld is all attribute gods with a leaning to blue and light. However this is far from ideal, and you should feel free to experiment. Uranus for instance would hit harder with his 7c awakenings than valk, but valk's active help give you a board. Just makes sure to keep the rainbow and use only gods.

You'll have a hard time finding other Shamash to pair with. You'll be better off pairing with any 7x6 leads on your friends list (even if they aren't gods).

would Horus armor X be better than awoken hours? the stats and awoken skill look inferior, but does the better active make up for it? I use him with revo athena but his active feels redundant when I already have her as the lead as well. And the active would go well with shamash.

Sorry for not responding sooner. I think you're right on ace Horus, but the evolution is a little more work than I'd like. However, if you don't mind it then, yes, go for it.

That being said, Horus is still mediocre. It's good for you now, but it is easily overshadowed by other stuff you might get (unlike stuff like skuld or lugh, who are very good to have regardless of where you are in the game). If you were to pull something like sherias or Kali, you'd be better off putting them. Not that they aren't also mediocre, but they take way less work. I guess my point is that your time might be be better spent doing something else rather than working on a not-so-great sub.

Regarding the weather light and frost cape, both are known as assist evolution cards. They serve little purpose directly placed on a team, but if you assist their skill onto another, their awakenings get passed along. They give a nice bonus if you can't find anything else worth assisting, although some teams can entirely build themselves around them.

Kush's ideal team was theorized as the strongest healer type characters with 7c awakenings. Haku was the best sub that fit those conditions at the time, so people ran dupes of her. In addition, people carefully crafted charts on what to match to precisely handle damage absorbs or resolve mechanics using haku as a standard. Nowadays, we have a few more 7c healers (verdandi, Fujin, Sakuya, ideal come to mind), some of which outpace haku in damage and even provide handy utility to bypass the tricky mechanics I mentioned. While haku is still a good sub, I say you hardly need three/four of her for an ideal kush team anymore.

Umm, it depends what you have available. If you plan to use the defense break awakening, rainbow is a requirement. If you have some other method of breaking through high defense (a burst, defense break, or a sub with very high damage) then no need. That being said, monocolor isn't usually the best idea because it limits your subpool way too much. If you don't go rainbow, just choose the best healers you have without worrying about color I say, at least until you have a really nice selection to choose from.

I think I'd do something like Raph, Amamiya Ren, hexazeon, tachibana, and odindra. Ren covers red and dark and has FUA, hexa and tachibana have helpful actives and much needed hp, and odindra covers green. I personally like to run two bind clears just in case for the leaders.

Alternatively, Sakuya can replace odindra since she hits harder with her second 7c. In this case, you would have to make up the green coverage with maybe ragdrag in place of tachibana or hexa.

Depending on the dungeon or personal taste you should feel free to replace hexa or tachibana. Indra is a great shield option that also brings extra time extends. Yomi is great if you need the extra time for practice, and is preferred for dungeons with harsh time debuffs.

Raph is a fun lead! my advice to you was skewed based on my own experiences though, so I may have missed some much better options.

In addition to kush, kamimasubi, and ea (which the others mentioned) blue Odin is a pretty solid lead in super awoken form. Team building for him can just be your best water cards (andromeda happens to be really good for him), and it'll be nice to have him around later for VDP (an awakening that makes many later dungeons easier).

They had a target completion percent that they expected players to meet when they made the last floor, and discovered it wasn't being completed by as many players as they intended.

The entire set of dungeons was very difficult when it came out. With power creep, floors 1-9 are doable for any reasonably skilled player with a reasonably good box. Because of that, they knew less skilled players would get to the last floor and decided to make it more manageable.

They might have felt the challenge was too high for the reward given, and nerfed it to be more suited for the reward. I don't think this one is likely, but it's possible.

Someone remind me, what was the state of the meta at the time of white snake's first iteration? I vaguely remember lamenting that diablos was not out in NA yet, so I can barely imagine what people were using at the time.